WHAT ARE YOU THINKING ABOUT? (GAME DEVELOPMENT EDITION)
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Sniped:
Make outlines.
Expand on details in the outlines.
Revise outlines.
Revise some more until satisfactory.
Follow Outlines.
???
Profit
I could never finish a game (except, like, one time) in a reasonable amount of time unless I had an outline. I just tried to make another game without as detailed an outline. I am failing. I'm going to make a detailed outline and follow it to the end to get it done. Then maybe I'll finish it within the next two years.
author=Waxiusauthor=GretgorThe only thing I can suggest is... do something, even if it's wrong. Just getting in there throwing in "show text" events will get your brain working in the right frame.
You know that feeling when you have thousands of ideas burning in your mind, they're all well formed and you know the direction you want to take the game in, but you still can't bring yourself to actually start implementing it, because you don't feel ready? How to deal with that?
I've been working on a new battle mechanic for bosses... I started with just a simple idea... I wanted bosses to be about 4x larger than regular monsters... but HOW can you do that in RPG Maker 2003 without large sprite support?? With Pictures! I had no idea how much of a pain that would be... but I've spent over a week with it, and it's almost ready to roll out in the next update. Just a few more tweaks and I'll have a video to show you.
author=Gretgor
You know that feeling when you have thousands of ideas burning in your mind, they're all well formed and you know the direction you want to take the game in, but you still can't bring yourself to actually start implementing it, because you don't feel ready? How to deal with that?
Make outlines.
Expand on details in the outlines.
Revise outlines.
Revise some more until satisfactory.
Follow Outlines.
???
Profit
I could never finish a game (except, like, one time) in a reasonable amount of time unless I had an outline. I just tried to make another game without as detailed an outline. I am failing. I'm going to make a detailed outline and follow it to the end to get it done. Then maybe I'll finish it within the next two years.
I'm on a friggen roll with composing stuff for my game and at this rate I'll be able to have the whole soundtrack knocked out before I start mapping/eventing the second half of the game :'D
There's this idea that won't leave me alone. Several, actually, but one would be spoiled if I talked about it. Another I think I've mentioned before.
Essentially its a conceptual hybrid of Shadowrun and Robocop (and a dash of FF7 mostly with Crisis Core since there might be comparisons to Shin-Ra) with a visual mix of the Borg Queen for the main character between missions. You are a security officer in a cyberpunk dystopia. Unlike most of the other guards due to an incident near the end of your training you were left paraplegic... but you still had a contract with the company to fulfill. To this end they used you as an experimental mechcore. Like the Borg Queen being installed into a new machine body, you are installed into different mecha frames based on the situation. An intruder has snuck into the building? Speed-frame with claws overlapping your arms. Terrorists attacking the company compound? Two-person wide minitank with either shoulder-mounted auto-feed turrets or plasma grenade launchers. In essence the different mechs would serve as SubClass packages with skills inherent to them. With enough use of certain ones you can 'record' the skills to your headware, this is the basically same thing seen with some Weapon Skills in various RPGs. At first the game plays out a few missions from the company but after what is effectively the prologue you have the option to either follow along and fulfill your contract or try to escape from the people who decided to experiment on you.
This could work as a tactical RPG or the combat mechanics could be more like Long Gone Days or Medabots GB. There ideally would be a Displayed Loyalty system. The more loyal you act, the more freedom you have. Less freedom could mean lowered pay, weaker weaponry in a bid to have an "combat damage" excuse to work on you some more, or even being shoved into a stasis pod between shifts. Higher loyalty could also mean better rewards for filling out jobs, lowered cost of living and for various goods and services, or to trigger some otherwise rare events. A low Loyalty character is treated with derision by the company but some characters would react with disgust at how you are being treated. There also would be a chance that some of the enemies you are sent to dispatch would offer you a way out. A high Loyalty character would be lauded as the company's golden boy, an ideal worker. Just as with the low Loyalty reactions there would be some characters who sneer down at you for being a "dumb thug". Some enemies during fights would also target you more than your allies and there could be a chance that someone on your side could turn on you (either to rise in the ranks and claim it was an accident, or just to get rid of a potential threat to their own safety because who knows how you may react to someone not following all the rules).
Ideally this would open up into more than just a hub-base with a bunch of missions but if you're not careful it could become nothing but missions.
Essentially its a conceptual hybrid of Shadowrun and Robocop (and a dash of FF7 mostly with Crisis Core since there might be comparisons to Shin-Ra) with a visual mix of the Borg Queen for the main character between missions. You are a security officer in a cyberpunk dystopia. Unlike most of the other guards due to an incident near the end of your training you were left paraplegic... but you still had a contract with the company to fulfill. To this end they used you as an experimental mechcore. Like the Borg Queen being installed into a new machine body, you are installed into different mecha frames based on the situation. An intruder has snuck into the building? Speed-frame with claws overlapping your arms. Terrorists attacking the company compound? Two-person wide minitank with either shoulder-mounted auto-feed turrets or plasma grenade launchers. In essence the different mechs would serve as SubClass packages with skills inherent to them. With enough use of certain ones you can 'record' the skills to your headware, this is the basically same thing seen with some Weapon Skills in various RPGs. At first the game plays out a few missions from the company but after what is effectively the prologue you have the option to either follow along and fulfill your contract or try to escape from the people who decided to experiment on you.
This could work as a tactical RPG or the combat mechanics could be more like Long Gone Days or Medabots GB. There ideally would be a Displayed Loyalty system. The more loyal you act, the more freedom you have. Less freedom could mean lowered pay, weaker weaponry in a bid to have an "combat damage" excuse to work on you some more, or even being shoved into a stasis pod between shifts. Higher loyalty could also mean better rewards for filling out jobs, lowered cost of living and for various goods and services, or to trigger some otherwise rare events. A low Loyalty character is treated with derision by the company but some characters would react with disgust at how you are being treated. There also would be a chance that some of the enemies you are sent to dispatch would offer you a way out. A high Loyalty character would be lauded as the company's golden boy, an ideal worker. Just as with the low Loyalty reactions there would be some characters who sneer down at you for being a "dumb thug". Some enemies during fights would also target you more than your allies and there could be a chance that someone on your side could turn on you (either to rise in the ranks and claim it was an accident, or just to get rid of a potential threat to their own safety because who knows how you may react to someone not following all the rules).
Ideally this would open up into more than just a hub-base with a bunch of missions but if you're not careful it could become nothing but missions.
I'm thinking about making a shorter, less story-heavy and less polished game than the one I've been planning for the last few months, to serve as some sort of "proof of concept" for the mechanics I intend to add to the larger game. In reality, the "larger" game is probably only gonna be four hours long, so the shorter one would be about... one hour long?
However, I don't know if I should. On one hand, making said shorter, less polished game is going to be easier and might give me a boost in confidence to work on the larger project once I recieve enough feedback on it, but on the other hand, I'd have to make two games instead of just one. Thoughts?
And no, I wouldn't be able to fit this shorter game as a "demo" for the longer one. It would simply not make sesne :(
However, I don't know if I should. On one hand, making said shorter, less polished game is going to be easier and might give me a boost in confidence to work on the larger project once I recieve enough feedback on it, but on the other hand, I'd have to make two games instead of just one. Thoughts?
And no, I wouldn't be able to fit this shorter game as a "demo" for the longer one. It would simply not make sesne :(
author=Gretgor
I'm thinking about making a shorter, less story-heavy and less polished game than the one I've been planning for the last few months, to serve as some sort of "proof of concept" for the mechanics I intend to add to the larger game. In reality, the "larger" game is probably only gonna be four hours long, so the shorter one would be about... one hour long?
However, I don't know if I should. On one hand, making said shorter, less polished game is going to be easier and might give me a boost in confidence to work on the larger project once I recieve enough feedback on it, but on the other hand, I'd have to make two games instead of just one. Thoughts?
And no, I wouldn't be able to fit this shorter game as a "demo" for the longer one. It would simply not make sesne :(
Sounds like you've got TWO different stories you want to tell! So you have a few options available to you:
1. Make a proof of concept only... if it's a custom battle system, have the player go through two battles to show how it works... and that's it. You can have this as a separate download on your actual game page if that page exists.
2. Make the shorter game with nothing more than the native graphics/music of your RPG Maker engine (or whatever engine you're using). Create the proof of concept there for your mechanics and focus this game on the mechanics with as little story as possible. Get feedback and make improvements in this game and in the larger game.
3. Don't make the short game at all, just work diligently on the larger game and release the first hour of it once it's ready. Get feedback on your mechanics and improve upon it. Continue to get feedback while you make regular updates until the full game is complete. If the smaller game has a story you really wanted to tell, you can now use the same mechanics (All improved now), on your smaller game.
4. Release your proof of concept as VIDEOS instead of a playable game. There's topics in the forums (actually, it's THIS topic) and people here would give feedback to you. This way, you won't have to make sure all the events work or fix bugs, you'd only have to show exactly what you want feedback on.
Hope this helps... while I can't tell you what to do.. I'll gladly share my thoughts on whatever you present.
I may be Dunning-Krugering as heck right here, since my understanding of all things related to design is very shallow, but I've been thinking about this for a while now.
Game design may very well be one of the hardest disciplines of design, due to the absolutely unique challenges it poses.
Design (according to my layman understanding) usually focuses on making things that are functional, useful, safe, appealing, easy to use, reliable, comfortable, and, in some cases, interesting and enjoyable. Games must not only check every item on that list, as they must also punish the player with an undesirable outcome in case the skill they applied to a certain task is insufficient to reach their goal.
That is something unprecedented, really. You don't see a flashlight, a TV, a car, a toy, a watch, a laptop, a soda bottle, a remote controller, or a phone wilfully punish their user for lack of skill. However, this is something that games not only can do, but must do. They must do so in a way that the user is aware of what they are being punished for, and in a way that doesn't make the user lose interest after failure. With that in mind, the fact that game design is even possible is already a marvel.
Therefore, I don't think I should feel bad for "aping" design ideas from successful games, since I'm neither a game designer (nor a designer of any sort) nor the leader of a large team... right? I don't intend to outright copy anything from other games, just adapt some of their solutions to certain design problems to my own game. Does that make me lazy, or even dishonest?
Game design may very well be one of the hardest disciplines of design, due to the absolutely unique challenges it poses.
Design (according to my layman understanding) usually focuses on making things that are functional, useful, safe, appealing, easy to use, reliable, comfortable, and, in some cases, interesting and enjoyable. Games must not only check every item on that list, as they must also punish the player with an undesirable outcome in case the skill they applied to a certain task is insufficient to reach their goal.
That is something unprecedented, really. You don't see a flashlight, a TV, a car, a toy, a watch, a laptop, a soda bottle, a remote controller, or a phone wilfully punish their user for lack of skill. However, this is something that games not only can do, but must do. They must do so in a way that the user is aware of what they are being punished for, and in a way that doesn't make the user lose interest after failure. With that in mind, the fact that game design is even possible is already a marvel.
Therefore, I don't think I should feel bad for "aping" design ideas from successful games, since I'm neither a game designer (nor a designer of any sort) nor the leader of a large team... right? I don't intend to outright copy anything from other games, just adapt some of their solutions to certain design problems to my own game. Does that make me lazy, or even dishonest?
I wouldn't think so, and in most cases, you'd probably be applauded for using a mechanic from someone's favorite games.
I'd love to play a RPG MAKER game that used Final Fantasy 7's materia system to equip on weapons and armor for example, or even the Esper System for learning spells like in Final Fantasy 6.
Two things to consider. If you borrow a solution from another game, make sure it works the same or better than the original, and as long as the game is FUN, you'll do fine. I realize that FUN is relative though.
I'd love to play a RPG MAKER game that used Final Fantasy 7's materia system to equip on weapons and armor for example, or even the Esper System for learning spells like in Final Fantasy 6.
Two things to consider. If you borrow a solution from another game, make sure it works the same or better than the original, and as long as the game is FUN, you'll do fine. I realize that FUN is relative though.
author=Gretgor
I may be Dunning-Krugering as heck right here, since my understanding of all things related to design is very shallow, but I've been thinking about this for a while now.
Game design may very well be one of the hardest disciplines of design, due to the absolutely unique challenges it poses.
Design (according to my layman understanding) usually focuses on making things that are functional, useful, safe, appealing, easy to use, reliable, comfortable, and, in some cases, interesting and enjoyable. Games must not only check every item on that list, as they must also punish the player with an undesirable outcome in case the skill they applied to a certain task is insufficient to reach their goal.
That is something unprecedented, really. You don't see a flashlight, a TV, a car, a toy, a watch, a laptop, a soda bottle, a remote controller, or a phone wilfully punish their user for lack of skill. However, this is something that games not only can do, but must do. They must do so in a way that the user is aware of what they are being punished for, and in a way that doesn't make the user lose interest after failure. With that in mind, the fact that game design is even possible is already a marvel.
Therefore, I don't think I should feel bad for "aping" design ideas from successful games, since I'm neither a game designer (nor a designer of any sort) nor the leader of a large team... right? I don't intend to outright copy anything from other games, just adapt some of their solutions to certain design problems to my own game. Does that make me lazy, or even dishonest?
It's just important that you know why you're using x game feature and executing it in a thoughtful way. "It's from my favorite game" isn't a good reason to throw in a mechanic. A lot of things really just come better when you think practically what your game is trying accomplish.
There's a looking glass interview on the game Thief (1998) with Ken Levine. The game started out as a sword combat game only to realize they couldnt make sword combat interesting. However their engine had a decent lighting system. So gradually the team decided to just make a simulation based stealth game. So just take from other stealth games and figure out the mistakes they've made right? Only there really wasn't any games like it, the only thing remotely similar were submarine games, but Ken Levine in generally just researched how submarines worked and took aspects that interested him the most. Notably how weak you were when spotted vs how strong you were when you were unseen. Simple philosophies like that drove the design of a lot of stealth interactions in Thief.
Not saying you should start from zero. But I feel like a lot of successful designers were not geniuses but people that tackled problems indicative of what the game is trying to accomplish. For example the megaman 2 level designer (Akira Kitamura) would play a lot of bad arcade/nes games and would take note of where the bottlenecks happened and the frequency of it. He felt the game needed to excel at not only fair enemy placement but also levels that can be beaten somewhat quickly. He would actually measure the levels with no enemies on it and timed how long it took for megaman to get to the end. That way he could average out the level times regardless of skill level and keep the pace interesting. There was no game design youtube video telling him to do this. It was just observing why games were frustrating and putting yourself in the players chair to emphasize what works.
I don't think you can really avoid putting a shitton of thought of why you added something, that's the crux of design. Taking an existing template or starting with nothing to imitate both have challenges.
There's a looking glass interview on the game Thief (1998) with Ken Levine. The game started out as a sword combat game only to realize they couldnt make sword combat interesting. However their engine had a decent lighting system. So gradually the team decided to just make a simulation based stealth game. So just take from other stealth games and figure out the mistakes they've made right? Only there really wasn't any games like it, the only thing remotely similar were submarine games, but Ken Levine in generally just researched how submarines worked and took aspects that interested him the most. Notably how weak you were when spotted vs how strong you were when you were unseen. Simple philosophies like that drove the design of a lot of stealth interactions in Thief.
Not saying you should start from zero. But I feel like a lot of successful designers were not geniuses but people that tackled problems indicative of what the game is trying to accomplish. For example the megaman 2 level designer (Akira Kitamura) would play a lot of bad arcade/nes games and would take note of where the bottlenecks happened and the frequency of it. He felt the game needed to excel at not only fair enemy placement but also levels that can be beaten somewhat quickly. He would actually measure the levels with no enemies on it and timed how long it took for megaman to get to the end. That way he could average out the level times regardless of skill level and keep the pace interesting. There was no game design youtube video telling him to do this. It was just observing why games were frustrating and putting yourself in the players chair to emphasize what works.
I don't think you can really avoid putting a shitton of thought of why you added something, that's the crux of design. Taking an existing template or starting with nothing to imitate both have challenges.
Thanks @Darken and @Waxius. I'll have to keep those things in mind, and do a whole lot of thinking, testing, feedback acquisition, et cetera. But it will be worthwhile, or so I hope ^_^
'been thinking of a plot for a fangame for awhile awhile but i don't have experience in game dev. so before i start working on it, i'll def needs some pracice. i have an idea of a short game about a girl that just wants to buy snacks at the local grocery store, but an alien invasion is happening at the same time. its gonna be just really experimental and humoristic, with a battle system and whatnot.
I wanna marry whoever is responsible for the new "show picture" options.
They're all I asked for and more. Worth every penny I spent getting the full version <3

They're all I asked for and more. Worth every penny I spent getting the full version <3
You can thank Cherry for that I think... I love the full version and that you get 9999 variables instead of 5000 max.
I need to figure out how to do flat (not percentage based) Damage Over Time in Ace. I'm sure I had a script for that at one point. I probably knew how to script that myself at one point. But certainly not now.
You can set up a common event that plays at the end of each turn, checks each enemy/character if they have the state applied, then force an action that does whatever kind of damage you want (e.g. a fixed integer or a variable). You can do the calculations for the variable within that common event.
author=Waxius
You can thank Cherry for that I think... I love the full version and that you get 9999 variables instead of 5000 max.
Cherry, would you marry me?
Figuring out a few towns/castles in regards in SuikoProject:
Staerdale Palace
Residence of the Baronesses of Sucror, and religous center. The number of pilgrims that visit the palace has dwindled in recent years.
Clafton Keep
Espea's capital is more about it's former function of military outpost than it is a residence for a Duke. However, some attempts have been made to make the place less spartan, and more hospitable over the years.
Parltron Citadel
Residence of the Princess of Vapleissau, it exudes sheer opulence. It's place in Baclyaen culture is second only to the Imperial Capital.
Staerdale Palace
Residence of the Baronesses of Sucror, and religous center. The number of pilgrims that visit the palace has dwindled in recent years.
Clafton Keep
Espea's capital is more about it's former function of military outpost than it is a residence for a Duke. However, some attempts have been made to make the place less spartan, and more hospitable over the years.
Parltron Citadel
Residence of the Princess of Vapleissau, it exudes sheer opulence. It's place in Baclyaen culture is second only to the Imperial Capital.
If you were to make a game starring a dog...tell me about that game. (I keep seeing excellent, available resources of dogs in various styles my mind wanders to a robust use for them.)
Edite:
Also thinking about how much my gam mak stamina has declined since I was a younger. I used to marathon like six hours in front of the editor, easy. Now it's tough for me to manage much more than plinking away at a game for an hour before I'm looking for something else to do. Might be the depression but I think it's mostly getting old.
Edite:
Also thinking about how much my gam mak stamina has declined since I was a younger. I used to marathon like six hours in front of the editor, easy. Now it's tough for me to manage much more than plinking away at a game for an hour before I'm looking for something else to do. Might be the depression but I think it's mostly getting old.
Trying to motivate myself to re-write this game I started a while ago. It was about a young prince running away from home to escape his betrothed, and even though there was supposed to be a decent chunk with the prince running away, there was also supposed to be a time skip to a second part that focused more on kingdom management and how the characters changed over the course of the time skip. Unfortunately, I lost the notes for that chunk of the game, so I'm not sure what purpose that was supposed to serve.
Working on listing historical events that shape the world in which my game takes place, including basically every major event all the way to the beginning of the game. Now I'm giving the list a long, hard look, just to make sure I didn't dig myself any absurd plot holes.
Have you ever stopped and thought about just how many unique skills are required to make a game? As a newbie solo dev, it's been on my mind a lot lately, and it's pretty daunting. I mean, to make a decent, full game by yourself, you likely have to have at least some proficiency in:
visual art
animation
writing
music/sound design
and coding
And that's not to mention the actual game design itself. There are definitely work-arounds for some of these (thank goodness), but I kind of feel obligated to at least be somewhat competent in each of these areas. That's not SO bad, because I have some degree of interest in all these things, but, like... it's pretty overwhelming, you know? I'm a total newbie in most of these fields. Learning any one of these skills alone can be a huge task, and I only have so much time to split between these things.
How do you guys handle it? Have you felt any obligation be a jack of all trades? And if you have, how in the world do you juggle so many new skills at once?
visual art
animation
writing
music/sound design
and coding
And that's not to mention the actual game design itself. There are definitely work-arounds for some of these (thank goodness), but I kind of feel obligated to at least be somewhat competent in each of these areas. That's not SO bad, because I have some degree of interest in all these things, but, like... it's pretty overwhelming, you know? I'm a total newbie in most of these fields. Learning any one of these skills alone can be a huge task, and I only have so much time to split between these things.
How do you guys handle it? Have you felt any obligation be a jack of all trades? And if you have, how in the world do you juggle so many new skills at once?



















